Movement Abilities in Final Fantasy Tactics are learnt via Job Points. Each character can only equip one Movement ability. Movement abilities allow characters to move across battle fields much easier than they would usually be able to without them, whilst some give positive effects simply by moving.
| Name | Description | JP Cost | Job |
|---|---|---|---|
| Move +1 | Increase movement range by 1. | 200 | Squire |
| Treasure Hunter | Find any hidden items at your destination. | 100 | Chemist |
| Jump +1 | Increase jump elevation by 1. | 200 | Archer |
| Lifefront | Recover HP as you move. | 300 | Monk |
| Move +2 | Increase movement range by 2. | 520 | Thief |
| Jump +2 | Increase jump elevation by 2. | 480 | |
| Ignore Weather | Walk easily over swamps, marshes, poison marshes, regardless of climate. | 200 | Mystic |
| Manafront | Recover MP as you move. | 350 | |
| Teleport | Distort time, moving immediately to your destination. Moving too far will end in failure. | 600 | Time Mage |
| Levitate | Float 1h over land. | 540 | |
| Ignore Terrain | Walk easily over waterlands like rivers. | 220 | Geomancer |
| Lava Walking | Move and stop over rocks. | 150 | |
| Ignore Elevation | Jump to any height regardless of jumping ability. | 700 | Dragoon |
| Swim | Move or stop over the surface of the water. | 300 | Samurai |
| Waterwalking | Move or stop on water. | 420 | Ninja |
| Accrue EXP | Gain EXP as you move. | 400 | Arithmetician |
| Accrue JP | Gain JP as you move. | 360 | |
| Fly | Leap over enemies and obstacles. | 1200 | Dancer |
| Bard | |||
| Jump +3 | Increase jump elevation by 3. | 1000 | Dancer |
| Dark Knight | |||
| Move+3 | Increase movement range by 3. | 1000 | Bard |
| Dark Knight | |||
| Master Teleportation | Distort time, moving immediately to your destination. No chance of failure. | N/A | Ark Knight |
| High Seraph | |||
| Arch Seraph |
|
|